Developer Hangout Recap 4/12/13

Discussion in 'General Discussion' started by Dame Lori, Apr 12, 2013.

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  1. Dame Lori

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    I know Kaimuki has been working on these as well, but I'm also writing content for my site, so figured I would share here! This is a recap of the Q&A from today.

    I will be posting these as regularly as possible on my site: http://www.forsakenvirtues.com

    Hangout Recap

    Q: I know we won't have to make a party to play together in instances with friends, but can we create a formal party to make it easier to group up and chat?

    Short answer: Yes, details still pending. Want to clear up the screen clutter by not requiring a bunch of chat windows but it should be an option.

    Q: Will there be a large scale of exploration given the dual scale world?

    Yes! And thanks to stretch goal, they are enlarging the world considerably. Scenes will vary in size and some will have more discovery than others. They want you to explore and find new things. Thanks to the dual scale, they can swap up the scenes so there is something new the next time you enter a specific hex.

    Q: Will there be a reason to visit each town/village?

    All inhabited zones will have good reasons to visit them. City will have every good reason to visit (all NPC run features). Villages will have at least 1 NPC shop/crafting station. More housing is available in a village. Villages can be compelling based on players and what they build.

    Q: Will there be adjustable difficulty for single player and co-op multiplayer?

    Might have adjusters in single player game, but for online mode you want a uniform difficulty. Lower level players may just need to use more consumables to keep up (which helps crafting)

    Q: Please consider more than 1 character slot.

    They are considering it but have not made a final decision (LB's bias is towards human, single characters because they are embodiments of your real self)

    Q: When will t-shirts and swag be available on the SotA site?

    As soon as next week, maybe Sunday or Monday.

    Q: Will there be encounters on overland map? If you change a hex, will there be some indication it was changed?

    Yes, there will be something active that draws you to new hexes. There will also be some scenes like caves that change up but you will need to find that out yourself.

    Yes, there will be some things visible on the overland map like wagons and dragons. They will pull you into a scene.

    Q: Will we see tribes in the underworld? Other ways to make underworld interesting?

    They will make sure it is organic - everything will have a reason to exist there. The underworld opens up a lot of opportunity but they don't want to spoil too much story yet.

    Q: Will all shops be run out of homes or will there be commercial deeds? Multiple deeds possible?

    How to deal with multiple deeds - still deciding. They don't want 'slum lords' cornering the market. Maybe only one house per city.

    Q: Post Kickstarter - What are they working on?

    Next week or two - Working on crafting & gathering, going into scene to do gathering. Working on inventory. Random encounters. Every two weeks they are reevaluating progress and schedule for work.

    Q: How do we qualify to join developer meetings? Open to everyone at Developer level and above?

    Yes. They will send emails with details. There will be agendas for each meeting to stay focused.

    Q: Without levels, what type of character progression will there be?

    There will be levels, but they are not the same as other MMOs (exponential rate of growth that make you grossly over powered vs. lower level players. This is unrealistic and you lose the thrill). As you gain experience, you will get points to apply to the wide variety of skills.

    Q: Will there be additional themed houses based on professions? (Range/hunter, shephard, etc)

    Great ideas, keep the ideas coming.

    Q: Will the game have riddles/puzzles?

    They are looking into this and possibly doing puzzles with a unique solution for each player.

    Puzzles and mysteries need to be as intergral as social interaction and combat.

    Q: Is the underworld the size of the overland map? Will it be dual scale?

    The catacombs will not be 1:1 with the overland, and it will not be dual. It will be a series of mazes, dungeons, caves. If you know your way around, you can get around the world quicker and more hidden.

    There will probably be a village/town in the catacombs for those that want to live in some danger.

    Q: How will guild recruiting work? Will we use guild stones?

    Too early to say, will be an easy piece of UI.

    Q: What role will food play in the game?

    You won't starve to death. LB likes "food is important to health and regeneration." This will make cooking important.

    They are still working out benefits to food.

    Q: Will there be benefits to collecting reagents in the wild vs. store-bought? Any more details on alchemy & potions?

    Yes, there will be reagents you need to go in the wild to find and will not be available to purchase. Eg. going to swamps during a blue moon to find nightshade - only place it will ever be. Will be pushing for players to gather vs. buying from shops. Shops may run out. (Reason to visit other towns and villages)

    Potions - there will be a diverse alchemy skill tree. Not sure of details yet.

    Q: Three different types of farms - food, animals, flowers?

    Its up to you how you allocate your property. Will figure out details soon.
     
  2. Phredicon

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    Thank you, Dame Lori, and your site has been bookmarked!
     
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